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Dear friends,  

At present, we're hard at work on the new version of the game. Would you like to take part in the development of the combat system? We're offering you the chance to do so! If you'd like to participate, your mission is to come up with 5-10 new skill cards (attacking, defending, healing,  imposing some sort of status effect on the hunter or his enemies, etc.) with unique effects for the combat system. It's important to describe each skill card such that each participant can understand precisely what it does.  

The most interesting cards that you suggest will be added to the game!

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Comments

Digipal91DK

Charged/heavy attack, that is a delayed atteck which only takes effect in the next turn, but can penetrate/destroy the defence buff on the enemy, leaving them vulnerable. Firebomb/acid covered throwing knives or something like that, which temporarily nullifies health regeneration on target. "Flashgrenade"/sling attack, to stun an enemy for 1 turn.

Aromat

Poison attack that does damage over time. An attack type to hit multiple enemies. Vampire attack, takes health from the enemies and gives it to the player. A defence card that returns the damage or a part of it to the attacker. Dubble strike, 1 card that will hit 1 enemie twice.

DoomHammer67

Since he's a hunter, give him some traps. Standard/Bear trap - damages an enemy on enemy turn if they make a melee attack Sticky/Tar trap - delays or pushes back the enemies turn if/when activated Explosive trap - area of effect damage against all enemies Poison trap - damage over time to whichever enemy triggers it

Freda Aredhel

How about a counter, when used he raises his sword and when attacked he takes half damage and deals damage equal to half of a normal attack. Could even have different kind of counters to have different effects like a lacerating counter that applies bleed for 2 turns or a heavy counter that stuns the target making them miss a turn

Chris Wreker

Okay maybe a stun attack to make the enemies deal less damage & miss. A shield 🛡 🔰 defensive move to block enemy attacks. Maybe add some new weapons while you got swords & Bows and arrows 🏹 However maybe a different variety of weapon like 🪓 axes for example.

Michael Barnhart

Ability to buff attacks using oil that can be crafted from certain types of fish.

Words

An attack that gets cheaper/stronger the more times you take attack damage.

Biggus_Dickus

A Card that gives evasion like the wolfs have, to dodge 1 big hit

Sunless_Sky_Nova

multi hit attack that hits random targets. Attack that stuns the target or reduces their damage for a turn.

UHDNRT

I'd like to see a reason to use the bow, personally. When redesigning the cards, maybe make the weapons do different things? Like say the bow does more damage, but the sword gives a small bit of defense?

Timothy Syfert

Stuff like Piercing shot: Ignores armor Headbutt: Apply one daze to the enemy while suffering some damage Sharpen weapon: Applies increase damage to your weapons Stances: Deal double damage and take double damage or block for twice the amount and deal half as much Would be cool

Bdsnj

Parry - the hunter will negate the next atack and do a attack of his own against the atacker. Swift strike - costs less stamina but does less damage. Twin strike - does half the damage of a normal strike, but allows you to pick two target. Concussive strike - deals the same damage as a normal strike and has a chance to stun the enemy with the chance scaling by level from 40% to 100% Opportunity strike - deals less damage than normal strike, but prevents an enemy from shielding with 40% chance scaling up to 100% based on levels. Poison arrow - deals less damage than normal bow attack, but poisons the enemy. Combined atack - the hunter atack with both his both and sword. Costs more stamina, but deals the damage of a normal strike and normal bow atack. Fire arrow - deals less damage than normal bow attack but sets the enemy on fire. Double shot - shoots two arrows with half the damage of a normal bow atack. Also let’s the player choose two targets. I would also make equipment with bonuses to blocking and healing for tank build, more damage for glass cannon (maybe for every attack that turn, the next attack is stronger). Archer build. Just copy paste the existing sprites and add a few bonuses. Have a nice day, hope you find this helpful, it shouldn’t be too hard to implement and would do wonders to the combat and equipment systems. Edit: Yes, I’m a game designer, how did you know?

Blue Zephyr

could he use a stun spell, that worked for 2 or 3 attacks?

Nobuddy

Riposte - block next attack and cause attacker to lose next turn as they are off balance Shatter shot - shoot an arrow that has a chance of splintering into multiple fragments that hit adjacent enemies Ice arrow - arrow that freezes the target for 2-4 turns Whirlwind attack - hit all enemies for 20-50% of normal damage - 2x stamina use Berserk - deal double damage, but take double damage for 2-4 turns Precise Shot - shoot an arrow that guarantees a critical strike on hit - 1.5 x stamina Dodge shot - similar to above parry, but uses bow attack Pierce shot - arrow passes through an enemy and hits an enemy behind the first Rain of arrows - similar to whirlwind, but using bow damage Shadow strike - only useable as first attack, cause critical damage on one target, unblockable Vampire attack - absorb health from an enemy Siphon - lower attack damage, but increases stamina on use Polymorph - morph an enemy into a bunny for 2-4 turns Mirror shield - reflect damage to attackers for 1-2 turns Spike shield - take 1/2 damage from and cause 1/2 damage to melee attackers Imprison - target cannot attack, or be attacked for 2-4 turns Ethereal - cannot attack or be attacked, but can use health potions and increases stamina regeneration for 2-3 turns

Thupppppppt

You should be able to learn more different kinds of sword movements other than just "Attack". For example "Slash" that does damage and applies bleeding. "Swing" that hits your target and one other random target. "Thrust and Parry" that does attack damage and applies defense to the MC. "Bash" for your sheild that doesn't do much damage but stuns the target for the next turn. "Repost" that gives you defense then on the first attack against you deals the same damage back to the enemy. All of these could be learned from say the barman in his training ground for gold or quests

TheBomberCaptain

[All times that the card lasts, the stamina costs, as well as any extra information are not solid, they are just reference numbers so I have a basis on how strong they are] Love/Lust/Pheromone Dart - Launches a dart at the selected enemy with a percent change of succeeding (percent change could scale with charisma, or another skill, as well as the enemy difficulty/type). If the dart succeeds, the next 1-3 moves it makes will temporarily be on the players side (basically brain washing to become a temporary ally). If the targeted enemy is the last one alive, it will choose not to attack during their turn, giving you a change to stack damage (This attack [to your discretion] will not be able to effect event bosses as it might make it too easy for the player. - 3x Stamina use Slippery Oil Vial - Throws a fragile glass jar that breaks under the selected enemy, which will decrease the chance of a successful attack for the next couple of turns (throwing this vial under there toes, makes there next attacks more likely to be throws) - 2x stamina Reinforcement Charm - Discard this card and one of your others for that card to come back to play in the next round with an increase it stats - free use - can only be used once per card per match (if you find more of this card in the world, it can be used more than once per fight) Fragile Bones Serum - The selected enemy will get a needle injected into them that will make them take more damage from attacks for the next couple of rounds (amount of damage increase could scale with a damage, dexterity, or intellect type of skill) - 3x stamina Thorn Guard - Using this card will sacrifice a small portion of your health, but in doing so will add 10-30 special types of shield to the player that will, when broken by an enemies attack will inflict half the damage towards them in the amount that they delt, up to the max special that was added (the amount of damage could be changed) - 1-3x stamina - 1-10 damage taken to use card Thorned Blade - Similar to the above card, in the fact that using this card will take a little be of health away from the player, but the next attack that is delt from the player will at a spiked/thorned effect to the selected enemy that will inflict an increasing amount of damage for the next 3 players' turns - 1-4x stamina - lasting damage (Turn 1: 15->Turn 2: 25->Turn 3: 30 = total of 70 damage) - 1-10 damage taken to use card - damage occurs on players turn Basic Parry - upon the enemy making an attack, a mini-game will appear in which the player will need to interact in the center to successfully parry (the players interact bar will be sliding left and right. The closer the player is to the center, the more damage is blocked. If the block is a perfect interact, then the player will interact the "parry" part of this card that will stun the enemy attacking for the next turn. The more parry cards used, the more attacks the player can block. - 2-4x stamina - (If you need a reference because you don't understand this mini-game, look up "gears of war active reload" or "gta data crack minigame")

Dmitriy

IMHO these two cards would be a good addition: 1) "Freeze" selected enemy for a limited time (2-3 turns). Freezed or paralyzed enemy can't attack you but can receive damage from bleeding etc. Costs your some stamina, of course. 2) Change up to 3 selected cards in player's hand immediately without waiting to turn's end. For the usual cost of action (3 stamina). And TheBomberCaptain's suggestions above are very interesting.

Daniel

Power attack- costs double to use, deals 2.5X damage. Thrown potion- allows you to throw a potion from your inventory (not sure if upon cast you choose, orit's something you preselect before battle) Parry- causes any damage less than your guard to be reflected upon the attacker (say you have 30 guard and something deals 27 to you, 3 is reflected back) Heavy blow- deals low damage but causes stun for 1-2 turns Torch-can be bought (maybe crafted to?) thrown at foes, chance to cause burning over time (more likely for things like spiders and plants, less likely for aquatic foes)

Alex Anderson

Don't know if any of these ideas are in the game already, but - (forgive the math on some of these) (for the cards Desperation and Empty the Quiver, the played card does not count towards the cards discarded by the effect) Desperation - Discard all cards in your hand and draw cards equal to the number of cards discarded. 3 Stamina Fish Strike - Throw a random fish out from your inventory. Effect dependent upon the fish. (This would be funny, practicality be damned) Sword Cards: Hilt Strike - Deal damage equal to the amount of defense you currently have applied. 3 Stamina. Wall of Steel - Retain all defense applied for 3 turns. 4 Stamina. Mordstreich/Deathblow - Deal damage equal to XY, where X equals standard attack damage and Y equals 1.00 + enemy missing health%. 4 Stamina. (Example - Enemy has lost 51% hp, so Deathblow would do 1.51X damage.) Bow Cards: Perfect Shot - Deal 3X damage, where X equals standard attack damage. 9 Stamina. For each turn this card remains in your hand, it costs 2 less stamina, down to a minimum of 1. Resets to 9 stamina upon re-entering your hand. Empty the Quiver - Discard all cards in your hand, deal 1.15XY damage where X equals standard attack damage and Y equals amount of cards discarded. Consumes 5 stamina. Rapid Shot - Deal X damage. 4 Stamina. Each time this card is used, reduce stamina cost by 1 for the rest of the battle, minimum stamina cost = 0. There are some other cool ideas but I don't know if they'd work in the system you have. Good game, thank you for your effort.